Haha, this is inspired by a game I made? Wow! The terrain looks great, and whats more important: it's a fully playable and fun game! Everything's smooth here, and the AI does pose a challenge (which depends on the starting positions I guess, but that's cool).

Totally agree - it's amazing what procedural generation can do, even with a simple algorithm (as is the case here). Hopefully, the source code is commented well enough for people to find the 20 or so lines of PG code. Experimenting with this kind of thing is great fun, and is one of the main reasons why I write 4K games.

The only lack I have is that the computer is extremely slow that it's impossible not to win

I fear you're better at playing my game than I am! Care to share your strategy, so I can teach Mr AI?

At one stage in the development, the AI would beat me 90% of the time. Now it wins 33% of the time, depending on the starting location. Either I've become less stupid (unlikely), or the AI has become more stupid (oops)...

I lost many an hour to this game! Great job. My only suggestion is to add the cost of buildings, maybe displayed on hover? Perhaps make different buildings cost different resources. If you have room. Otherwise this is an awesome game!

I fear you're better at playing my game than I am! Care to share your strategy, so I can teach Mr AI?

My build order is something like this:WoodWoodWoodFarmWoodFarmWoodStoneFarmStoneStoneFarmSoldierSoldierConquer npc villageFarmAfter this, add food when needed to keep a couple of soldiers around for defense and add extra buildings if running short on one of the materials, use the rest of the soldiers for conquering things

It is a slow start but seeing as the computer never rushes it pretty much guarantees a win

Perhaps there could be diminishing returns with each building you build at the same town... Right now I just mass produce at my first town and turtle until I have enough soldiers to conquer the entire map all at once. There does not seem to be much motivation to attack other towns earlier in the game.

Perhaps there could be diminishing returns with each building you build at the same town... Right now I just mass produce at my first town and turtle until I have enough soldiers to conquer the entire map all at once. There does not seem to be much motivation to attack other towns earlier in the game.

Now that is a very good idea!I'm a bit short of bytes, but I'll see what I can do...

That is really amazing how much life you have managed to squeeze into a 4K game. I do however agree that it is a bit too easy. I had a quick look at the code and made an attempt to make it a bit more challenging. It can certainly be improved quite a bit more, but it gave me a good challenge. I changed a small piece of the code ~2/3 down:

I don't think that the changes will take up more space than the original code, and in my view it made a really cool game a tad bit better . You do as you please with the code above naturally.

One idea to make the whole thing more strategic and prevent the "building one village" approach, could be to have one common resource pool for all villages for each player. Not sure where the villagers should be spawned though.

I finally got around to playing it, and it's a fun little game, though I agree that it's entirely too easy. I'm really impressed by how nicely the elevations are rendered, it's better-looking than a lot of tile renderers ten times the size.

I had a quick look at the code and made an attempt to make it a bit more challenging. It can certainly be improved quite a bit more, but it gave me a good challenge.

Great stuff, I really appreciate you taking the time to experiment with the code!I added your logic and played around with it. The game plays out really well if you allow the AI to build up its villages. More troops = more fun, I think. However, if you build 1 soldier quickly, you can take all of the villages on the map before the AI gets the chance to develop. Nonetheless, I think your logic is a step in the right direction.

One idea to make the whole thing more strategic and prevent the "building one village" approach, could be to have one common resource pool for all villages for each player. Not sure where the villagers should be spawned though.

Oddly enough, there is a comment in my notes, saying: 'single resource pool versus resource pool per village - latter is more like Civ, encourages each town to be properly developed'... not sure this worked out quite as I originally intended!

I seem to be getting 2 comments regarding the difficulty: from developers (i.e. you guys) - "it's too easy"; from friends and family - "it's a bit hard". Perhaps I need to find friends/family who are more competent game players

Anyway, I hope to submit a new version with 'improved' AI in the next few days. Time will tell if it really is 'improved' or not!

I seem to be getting 2 comments regarding the difficulty: from developers (i.e. you guys) - "it's too easy"; from friends and family - "it's a bit hard". Perhaps I need to find friends/family who are more competent game players

Still a bit too easy but at least it is a step in the right direction One awesome thing to add would be difficult level where, if you select medium/hard, the computer starts cheating and gets extra resources.

One awesome thing to add would be difficult level where, if you select medium/hard, the computer starts cheating and gets extra resources.

You read my mind! I've uploaded another version, which includes a difficulty level. Press any key (er... except alt/shift/control...) to toggle between normal and hard difficulty.If you don't see the difficulty level in the top right-hand corner, then please clear your java applet cache.

I can give you a way to win in les than 2 min in hard mode. Past 10 min you have few chance if you don't posses half the town. So for me the game balance have little problem.Last time I clean the map with only 1 troop in 92s.I admit it stay a very good game

Teach this to your IA and nobody can win Build just 1 ore then1 wood building at start, as fast as possible in this order. Wait and use your first troop to kill purple (or nearest enemy, generally purple build ore building fast then he is more dangerous) since IA build 3 building at start he has 0 troops to defend. If you are fast you can kill another IA in the same way. Now you may have 2 troop and last IA one... finish him !

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